Why can’t I make LittleBigPlanet levels that awesome?

With LittleBigPlanet 2 coming out next week one of PlayIt's writers jumped on LittleBigPlanet to get back into the world of Sackboy. He jumped online and it got him wondering about how people make such great levels which lead him to write a blog post on the topic.

The creation is more complex but less frustrating. The best things are the Microchips which store anything you`ve done before. So you don`t have to re-do ideas, you can store them on the Microchips and place them on whatever you want to create the same effects, this ranges from everything.....blocks to sackbots. It really is quite incredible. Also....I guarantee this idea came from one of the creators they hired.

I'm in the same boat, I have a ton of ideas, but it's just too much work trying to do the most basic things. But I promise I will make at least 1 level in Little Big Planet 2. I definitely want to play around with the cinematic maker.

I am in agreement with Maria. I think the new creation is more user friendly. I Beta'd this, then when the Beta ended, I went back to 1 and tried to do things that I took for granted in 2 and realized that 2's creation is much much nicer.

One thing I do is take a "level" on my moon and make a workshop. I keep all sorts of "inventions" both successful and failures so I can work with them if I am inspired. It also gives me a chance to run a machine without the whole level "playing."

It is a neat place and I can "save" the ones I want to my popit. I also think that you have to go with a theme in order to make a terrific level. For example: pick a genre and setting and stick with it.

Capability, patience and the time to build the level all come into it, but the most important thing by a distance I think is the imagination. Because it's the brilliant ideas which make levels stand out. If you have a good enough idea, it doesn't neccessarily have to be hard to build either. There's a series of levels on lbp called Cause & Effect, and basically it's one of those chain reaction domino effect type of set ups, and all you do is watch something work it's way across the level like that kids boardgame MouseTrap. But it's amazing and I imagine fairly easy and enjoyable to make. But what a great idea. The levels that impress me most are the ones which just amaze me/ confuse me as to how they built it/ make my jaw drop / or generally just stand aside from the rest of the levels as something incredible unique

Play RRR30000's levels. Of all the creators out there, he's the one I just have to applaud. He bended lbp like the friggin matrix.

The biggest problem people have with making good levels...is the fact that they NEVER TRY!

If you try to build a good level, you will succeed. It may not be the best looking level. It may be garbage, as far as the design goes. LBP is all about fun! My levels look like they were designed by a three year-old. They're so fun to play though! :D

Its fuckin hard. I'm one of the few people that are getting the game just to play the levels. Hell, now I just pop in LBP search most hearted/highest rated and have a helluva good time! I play like 20 levels a day

Seriously before doing a level you should fuck with the tools, during half a year before starting to make real levels I fooled around with the tools, you simply need to understand them and let the true gems come.

Like to prep for lbp2, you can create something a jist of something in lbp1, then when lbp2 arrive you can then import your lbp1 profile and notice the detail of materials etc. are increased in visuals plus u can start from where u left off during what u were making in lbp1.

So much tools and creations can become overwhelming for some. I do have to admit, it's a little difficult for me to make great levels. I can do generic ones at that, but hopefully for LBP2 I'll get some inspiration/imagination *crosses fingers*